An True damage reduction item: Unbreakable scales.

DragonShea··2 votes·600 views

Hi all. have seen all of this bitching and whining about Vayne and Fiora dealing true % damage are OP so I think it's time for tanks to get something that is going to be a situational item for those champs, called Unbreakable scales.

Unbreakable Scales.

Recipe: item 1057 + item 1031+ 1780 Gold. Total cost 3300 Gold.

40 armor 40 Magic Resist.

Unique passive - Impenetrable: Reduce the effects of Armor and Magic penetration by 15% Unique passive - Unbreakable: Reduces true damage by 10% Unique passive - Resilience: Reduces the effect of Hp% damage by 20%.

Edit 1: Removed Unbreakable and increased the effect of the other two passives.

Unique passive - Impenetrable: Reduce the effects of Armor and Magic penetration by 25% Unique passive - Resilience: Reduces the effect of Hp% damage by 30%.

Edit 2: reduced the effect of both passives to 15%, added health and increased the armor and mr to 45.

Unbreakable Scales(edit 2).

Recipe: item 1057 + item 1028 + item 1031+ 2030 Gold. Total cost 3700 Gold.

250 Health 45 armor 45 Magic Resist

Unique passive - Impenetrable: Reduce the effects of Armor and Magic penetration by 15% Unique passive - Resilience: Reduces the effect of Hp% damage by 15%.

7 Comments

Crett2 votes

As much as I like this item, nothing should reduce true damage. Defeats the purpose. Although I personally think % health true damage shouldn't exist in the first place!! Especially on a class of champions that already inherently counter tanks.

So I'd increase the effect of the %Hp and pen reduction to 30% each, and remove the true damage reduction (this would still technically reduce % health true damage, but not flat true damage).

Although, instead of introducing a counter to a counter to a counter, maybe ADs themselves are just a bit too overgeared to deal with tanks in the late game! Sure, that may be their point, but it really feels like late-game tanks should last more than a couple seconds.

I say this as an ADC main by the way!

DragonShea1 votes

{quoted}

As much as I like this item, nothing should reduce true damage. Defeats the purpose. Although I personally think % health true damage shouldn't exist in the first place!! Especially on a class of champions that already inherently counter tanks.

So I'd increase the effect of the %Hp and pen reduction to 30% each, and remove the true damage reduction (this would still technically reduce % health true damage, but not flat true damage).

Although, instead of introducing a counter to a counter to a counter, maybe ADs themselves are just a bit too overgeared to deal with tanks in the late game! Sure, that may be their point, but it really feels like late-game tanks should last more than a couple seconds.

I say this as an ADC main by the way!

I was thinking of this Item as a last resort in case of a fed true damage champ. hp% true damage is getting out of hand. I like your suggestion of increasing the %Hp damage as it would also reduce that kind of true damage which is a plague in the league right now while removing the the flat increase in true damage making the champions that rely on it like Darius and Vel'koz are not wiped of the board.

Talll1 votes

shoulnd't give both armor and mr, maybe just armor and the hp% reduction is too high

DragonShea1 votes

{quoted}

shoulnd't give both armor and mr, maybe just armor and the hp% reduction is too high

And yet people whine about the mentioned two being OP. I think of the armor and Mr combo because the item was meant to be hypothetically an all around guard for damage.

Vesarixx1 votes

Kind of misses the point of true damage

The HeraId1 votes

The issue I see here, is that i really think this should be an MR item with HP, or an Armor item with HP. The issue that this has an item is that it is meant to reduce % HP dmg, but doesn't actually give you any, so you have to have quite a bit of health to make items that only give resistances have value.

Just my two cents, I like the concept, but I feel the reductions are too high. A 30% damage reduction against ALL %hp is huge, I am going to be honest, and that with percents, 10% is a noticeable increase/decrease in damage, I think 15% on both is good, just increase the base resistances it gives(Say 55 armor, 50 MR) and increase the cost a bit, or make the item a long haul, fairly expensive item that gives HP as well. The Triforce of tank items possibly

DragonShea1 votes

[{quoted}](name=Hefnd Rikir,realm=NA,application-id=A8FQeEA8,discussion-id=6AdoyKlH,comment-id=0003,timestamp=2015-12-26T14:59:35.644+0000)

The issue I see here, is that i really think this should be an MR item with HP, or an Armor item with HP. The issue that this has an item is that it is meant to reduce % HP dmg, but doesn't actually give you any, so you have to have quite a bit of health to make items that only give resistances have value.

Just my two cents, I like the concept, but I feel the reductions are too high. A 30% damage reduction against ALL %hp is huge, I am going to be honest, and that with percents, 10% is a noticeable increase/decrease in damage, I think 15% on both is good, just increase the base resistances it gives(Say 55 armor, 50 MR) and increase the cost a bit, or make the item a long haul, fairly expensive item that gives HP as well. The Triforce of tank items possibly

Yeah Maybe the high HP% reduction was too much. Maybe I should have added some HP to also have some extra means to protect yourself. I am not really fond of the fact the it's should be a health+armor or MR because that is not the intend of the item, as it would be leave you vulnerable to one type of damage and it's meant to leave no %%%%% in the armor but also not make the champ invulnerable which is a tough thing to balance.

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